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class Example extends Phaser.Scene { cursors; player; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('platform', 'assets/sprites/platform.png'); } create () { const Bodies = Phaser.Physics.Matter.Matter.Bodies; const rect = Bodies.rectangle(0, 0, 98, 98); const circleA = Bodies.circle(-70, 0, 24, { isSensor: true, label: 'left' }); const circleB = Bodies.circle(70, 0, 24, { isSensor: true, label: 'right' }); const circleC = Bodies.circle(0, -70, 24, { isSensor: true, label: 'top' }); const circleD = Bodies.circle(0, 70, 24, { isSensor: true, label: 'bottom' }); const compoundBody = Phaser.Physics.Matter.Matter.Body.create({ parts: [ rect, circleA, circleB, circleC, circleD ], inertia: Infinity }); this.player = this.matter.add.image(0, 0, 'block'); this.player.setExistingBody(compoundBody); this.player.setPosition(100, 300); const testA = this.matter.add.image(400, 150, 'block').setStatic(true); const testB = this.matter.add.image(600, 450, 'block').setStatic(true); const testC = this.matter.add.image(200, 550, 'block').setStatic(true); this.matter.world.on('collisionstart', event => { // Loop through all of the collision pairs const pairs = event.pairs; for (let i = 0; i < pairs.length; i++) { const bodyA = pairs[i].bodyA; const bodyB = pairs[i].bodyB; // We only want sensor collisions if (pairs[i].isSensor) { let blockBody; let playerBody; if (bodyA.isSensor) { blockBody = bodyB; playerBody = bodyA; } else if (bodyB.isSensor) { blockBody = bodyA; playerBody = bodyB; } // You can get to the Sprite via `gameObject` property const playerSprite = playerBody.gameObject; const blockSprite = blockBody.gameObject; let color; if (playerBody.label === 'left') { color = 0xff0000; } else if (playerBody.label === 'right') { color = 0x00ff00; } else if (playerBody.label === 'top') { color = 0x0000ff; } else if (playerBody.label === 'bottom') { color = 0xffff00; } blockSprite.setTintFill(color); } } }); this.cursors = this.input.keyboard.createCursorKeys(); this.add.text(10, 10, 'Move with cursor keys. Hit blocks with sensors.', { font: '16px Courier', fill: '#ffffff' }); } update () { if (this.cursors.left.isDown) { this.player.setVelocityX(-10); } else if (this.cursors.right.isDown) { this.player.setVelocityX(10); } else { this.player.setVelocityX(0); } if (this.cursors.up.isDown) { this.player.setVelocityY(-10); } else if (this.cursors.down.isDown) { this.player.setVelocityY(10); } else { this.player.setVelocityY(0); } } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#1b1464', parent: 'phaser-example', physics: { default: 'matter', matter: { debug: true, gravity: { y: 0 } } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
cursors;
player;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('block', 'assets/sprites/block.png');
this.load.image('platform', 'assets/sprites/platform.png');
}
create ()
{
const Bodies = Phaser.Physics.Matter.Matter.Bodies;
const rect = Bodies.rectangle(0, 0, 98, 98);
const circleA = Bodies.circle(-70, 0, 24, { isSensor: true, label: 'left' });
const circleB = Bodies.circle(70, 0, 24, { isSensor: true, label: 'right' });
const circleC = Bodies.circle(0, -70, 24, { isSensor: true, label: 'top' });
const circleD = Bodies.circle(0, 70, 24, { isSensor: true, label: 'bottom' });
const compoundBody = Phaser.Physics.Matter.Matter.Body.create({
parts: [ rect, circleA, circleB, circleC, circleD ],
inertia: Infinity
});
this.player = this.matter.add.image(0, 0, 'block');
this.player.setExistingBody(compoundBody);
this.player.setPosition(100, 300);
const testA = this.matter.add.image(400, 150, 'block').setStatic(true);
const testB = this.matter.add.image(600, 450, 'block').setStatic(true);
const testC = this.matter.add.image(200, 550, 'block').setStatic(true);
this.matter.world.on('collisionstart', event =>
{
// Loop through all of the collision pairs
const pairs = event.pairs;
for (let i = 0; i < pairs.length; i++)
{
const bodyA = pairs[i].bodyA;
const bodyB = pairs[i].bodyB;
// We only want sensor collisions
if (pairs[i].isSensor)
{
let blockBody;
let playerBody;
if (bodyA.isSensor)
{
blockBody = bodyB;
playerBody = bodyA;
}
else if (bodyB.isSensor)
{
blockBody = bodyA;
playerBody = bodyB;
}
// You can get to the Sprite via `gameObject` property
const playerSprite = playerBody.gameObject;
const blockSprite = blockBody.gameObject;
let color;
if (playerBody.label === 'left')
{
color = 0xff0000;
}
else if (playerBody.label === 'right')
{
color = 0x00ff00;
}
else if (playerBody.label === 'top')
{
color = 0x0000ff;
}
else if (playerBody.label === 'bottom')
{
color = 0xffff00;
}
blockSprite.setTintFill(color);
}
}
});
this.cursors = this.input.keyboard.createCursorKeys();
this.add.text(10, 10, 'Move with cursor keys. Hit blocks with sensors.', { font: '16px Courier', fill: '#ffffff' });
}
update ()
{
if (this.cursors.left.isDown)
{
this.player.setVelocityX(-10);
}
else if (this.cursors.right.isDown)
{
this.player.setVelocityX(10);
}
else
{
this.player.setVelocityX(0);
}
if (this.cursors.up.isDown)
{
this.player.setVelocityY(-10);
}
else if (this.cursors.down.isDown)
{
this.player.setVelocityY(10);
}
else
{
this.player.setVelocityY(0);
}
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#1b1464',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
debug: true,
gravity: {
y: 0
}
}
},
scene: Example
};
const game = new Phaser.Game(config);